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Bully (PlayStation 2)/Unused Text/Development Text
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This is a sub-page of Bully (PlayStation 2)/Unused Text.
To do: There's more. |
There is commented text in various files explaining how they work.
Contents
- 1 bankinfo.txt
- 2 break.txt
- 3 CVPDayNi.txt
- 4 effects.dat
- 5 handling.cfg
- 6 particle.cfg
- 7 world.dat
- 8 areabbox.dat
- 9 Attitude.dat
- 10 BlipLocs.dat
- 11 carcols.dat
- 12 Cloths.dat
- 13 clthopin.dat
- 14 colctbls.dat
- 15 colours.dat
- 16 default.dat
- 17 ExitLocs.dat
- 18 mirrors.dat
- 19 object.dat
- 20 ped.dat
- 21 PedCover.dat
- 22 PedPop.dat
- 23 pedstats.dat
- 24 surface.dat
bankinfo.txt
# these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM # these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM # # # THE y/n static field is now to be replaced by either # # STATIC // AREA // MISSION // MANUAL #
break.txt
#breakinfo config file # # # record format is tab separated # modelname scream_soundeffect_name number_of_hit_variations
CVPDayNi.txt
# this file controls the CPV day/night shifting times per season
effects.dat
# Glow Effects Settings by Area Code # AreaID ON Threshold Strength Scale Offset
handling.cfg
Certain vehicles for Grand Theft Auto III and Vice City cars appear here.
; Author: Bill Henderson ; Created 10/12/1999 ; ; > COMMENTS < ; ------------ ; TWEAK AT YOUR OWN RISK ; ; > UNITS < ; --------- ; vehicle identifier 14 characters max ; dimensions in metres ; mass in Kg ; velocity in Km/h ; acceleration/deceleration in ms-2 ; multipliers x1.0 is default ; angles in degrees ; Levels :- (L)ow, (M)edium, (H)igh ; buoyancy = percent submerged (> 100% vehicle sinks) ; engine type :- (P)etrol, (D)iesel, (E)lectric ; engine drive :- (F)ront, (R)ear, (4)-wheel drive ; ; > FIELD DESCRIPTIONS < ; ---------------------- ; (A) vehicle identifier [14 characters max] ; (B) fMass [1.0 to 50000.0] ; (C) Dimensions.x [0.0 > x > 20.0] ; (D) Dimensions.y [0.0 > x > 20.0] ; (E) Dimensions.z, [0.0 > x > 20.0] ; (F) CentreOfMass.x [-10.0 > x > 10.0] ; (G) CentreOfMass.y [-10.0 > x > 10.0] ; (H) CentreOfMass.z [-10.0 > x > 10.0] ; (I) nPercentSubmerged [10 to 120] ; (J) fTractionMultiplier [0.5 to 2.0] ; (K) fTractionLoss [0.0 > x > 1.0] ; (L) fTractionBias [0.0 > x > 1.0] ; (M) TransmissionData.nNumberOfGears [1 to 4] ; (N) TransmissionData.fMaxVelocity [5.0 to 150.0] ; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0] ; (P) TransmissionData.nDriveType [F/R/4] ; (Q) TransmissionData.nEngineType [P/D/E] ; (R) fBrakeDeceleration [0.1 to 10.0] ; (S) fBrakeBias [0.0 > x > 1.0] ; (T) bABS [0/1] ; (U) fSteeringLock [10.0 to 40.0] ; (V) fSuspensionForceLevel not [L/M/H] ; (W) fSuspensionDampingLevel not [L/M/H] ; (X) fSeatOffsetDistance // ped seat position offset towards centre of car ; (Y) fCollisionDamageMultiplier [0.2 to 5.0] ; (Z) nMonetaryValue [1 to 100000] ; (aa) suspension upper limit ; (ab) suspension lower limit ; (ac) suspension bias between front and rear ; (ad) suspension anti-dive multiplier ; (ae) flags!!! WARNING - Now written HEX for easier reading of flags ; 1st digit = 1: 1G_BOOST 2: 2G_BOOST 4: REV_BONNET 8: HANGING_BOOT ; 2nd digit = 1: NO_DOORS 2: not used 4: not used 8: not used ; 3rd digit = 1: DBL_EXHAUST 2: TAILGATE_BOOT 4: NOSWING_BOOT 8: NONPLAYER_STABILISER ; 4th digit = 1: NEUTRALHANDLING 2: HAS_NO_ROOF 4: IS_BIG 8: HALOGEN_LIGHTS ; 5th digit = 1: IS_BIKE 2: IS_TRUCK 4: IS_UNIQUE 8: not used ; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST 4: HANDBRAKE_TYRE8: SIT_IN_BOAT ; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW 4: GOOD_INSAND 8: NO_1STPERSON_LOOKBEHIND ; ; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall) ; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall) ; (ah) damage done to peds in a collision. ; ; > THE DATA < ; ------------ ; ; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z aa ab ac ae ad AE AF ;BLISTA 1900.0 2.1 5.5 1.9 0.0 0.0 0.2 70 0.8 0.75 0.54 5 170.0 20.0 F P 7.0 0.65 0 30.0 1.4 0.11 0.2 0.8 20000 0.25 -0.15 0.5 0.0 2 0 1 ;BELLYUP 2600.0 2.2 6.5 2.8 0.0 0.0 0.2 80 0.85 0.80 0.5 5 180.0 22.0 4 D 4.5 0.80 0 30.0 2.0 0.09 0.46 0.5 22000 0.30 -0.20 0.5 0.0 422 0 3 ;MRWONGS 3500.0 2.2 6.5 2.8 0.0 0.0 -0.2 80 0.95 0.85 0.48 5 180.0 20.0 4 D 4.5 0.80 0 30.0 1.8 0.12 0.46 0.22 28000 0.30 -0.22 0.5 0.0 423 0 3 ;YARDIE 1800.0 2.1 5.0 1.6 0.0 0.0 0.0 70 0.80 0.79 0.52 5 160.0 22.0 R P 6.20 0.55 0 25.0 1.8 0.07 0.36 0.45 30000 0.30 -0.15 0.5 0.0 8103 1 1 ;YAKUZA 1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50 0.95 0.9 0.5 5 200.0 30.0 4 P 11.0 0.45 0 30.0 2.6 0.1 0.25 0.7 35000 0.28 -0.14 0.5 0.0 180 1 1 ;DIABLOS 1500.0 2.2 4.5 1.9 0.0 0.0 0.1 70 0.9 0.80 0.53 5 180.0 30.0 R P 6.1 0.52 0 30.0 1.5 0.07 0.3 0.65 45000 0.33 -0.09 0.5 0.0 9902 1 1 ;COLUMB 3200.0 2.4 5.7 2.6 0.0 0.0 0.3 80 0.82 0.77 0.48 5 175.0 22.0 4 P 15.0 0.51 0 25.0 2.0 0.08 0.28 0.15 50000 0.32 -0.17 0.5 0.0 9A00 0 1 ;HOODS 2000.0 2.1 5.0 2.3 0.0 0.0 0.0 85 1.0 0.82 0.52 5 150.0 24.0 4 P 10.5 0.45 0 30.0 1.4 0.1 0.2 0.5 26000 0.33 -0.21 0.5 0.0 8023 0 1 ;PANLANT 2600.0 2.0 6.0 2.6 0.0 0.0 0.1 80 0.85 0.70 0.46 5 160.0 15.0 R D 6.0 0.80 0 30.0 2.2 0.07 0.2 0.45 20000 0.35 -0.15 0.4 0.0 22 0 1 ;BORGNINE 1900.0 2.1 5.0 2.2 0.0 0.0 0.0 75 1.05 0.9 0.53 4 190.0 27.0 4 P 15.0 0.54 0 40.0 1.9 0.1 0.2 0.15 10000 0.25 -0.22 0.45 0.0 2 0 1 ;
particle.cfg
; Author: Alexander Roger ; Date: 21/12/2000 ; ; Author: Andrzej Madajczyk ; Date: 26/02/2001 ; 14/03/2001 - Alpha (opacity) support added; ; 10/05/2001 - Drag/Friction Decceleration changed to constants; ; 28/08/2001 - Initial Color Variation added; ; ; Note! Last line of the file MUST BE ";the end\n", otherwise you'll get parsing error(s) of the file; ; ;Particle Systems Configuration Data:: Format ; ; ;A: Particle Type Name (max 20 chars) ; ;B/C/D: Render Colouring (r,g,b) (0-255) ; ;GONER : CV: Initial Color Variation (for r,g,b only, in %) (0-100); ; (i.e. Color=(100,100,100) and CV=20, then v=random(-20,20), real_color=(100+v, 100+v, 100+v)); ; ;GONER : B2/C2/D2: Fade Destination Color (r,g,b) (0-255) ; ;GONER : FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none); ; ;E: Default Initial Radius (float) ;F: Expansion Rate (float) ; ; Color "Fade-to-Black" options: ;G: Initial Intensity (0-255) ;GONER : H: Fade Time (time between fade steps in frames) ;GONER : I: Fade Amount (-255 to 255) can get brighter or dimmer (if -ve, column "G" must be smaller than 255, and if +ve, G must larger than 0) ; ; "Fade Alpha" options: ;GA: Initial Intensity (0-255) ;HA: Fade Time (time between fade steps in frames) ;IA: Fade Amount ; ; "Z Rotation" options: ;GONER : GZA: Initial Angle (0-1023) ;GONER : HZA: Change Time (time between steps in frames) ;GONER : IZA: Angle Change Amount ; ;GONER : GZR: Initial Z Radius ;GONER : HZR: Change Time (time between steps in frames) ;GONER : IZR: Z Radius Change Amount ; ;J: Animation Speed (0=no animation)(time between steps msec) ;GONER : K: Start Animation Frame ( 0 -> ) ;L: Final Animation Frame ( H -> ) ; ;GONER : M: Rotation Speed (0=None,i-deg/frame) ;N: Gravitational Acceleration (0=none, float) ;O: Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 90=0.90, 95=0.95, 96=0.96, 99=0.99) ; ;P: Default Life-Span of Particle (msec) ; ;Q: Position Random Error [position += (+/-)rand(a)] ;R: Velocity Random Error [velocity += (+/-)rand(b)] ;GONER : S: Expansion Rate Error [exp_rate += (+)rand(c)] ;GONER : T: Rotation Rate Error [rot_speed = (+/-)rand(d)] ;GONER : U: Life-Span Error Shape [shape distribution, e=0->all at default, e->Inf then shape->0] (max=255!!) ;V: Trail Length Multiplier [length *= (float) multiplier] (only used if trail flag active) ; ;WX: Stretch value of texture in X ;WY: Stretch value of texture in Y ;WI: Wind factor for how much influenced by the wind direction ; ;CR:Particle Create Range (in meters: 0=no check); if particles are created enough far away from camera, they are deleted (not added to particle system); ; ; ;Z: Flags! Guide: 1=ZCHECK_FIRST, 2=ZCHECK_STEP, 4=DRAW_OPAQUE, 8=SCREEN_TRAIL ; 16=SPEED_TRAIL, 32=RAND_VERT_V, 64=CYCLE_ANIM, 128=DRAW_DARK, 256=VERT_TRAIL ; 1024=DRAWTOP2D, 2048=CLIPOUT2D ; 4096=ZCHECK_BUMP, 8192=ZCHECK_BUMP_FIRST ; ;*************** WARNING SCREEN_TRAIL OPTION USES VARs OTHERWISE USED FOR Z-CHECK AND EXPAND RATE *************************************** ;** if using SCREEN_TRAIL, don't use ZCHECK_FIRST, ZCHECK_BUMP, ZCHECK_BUMP_FIRST, and expansion rate (F) and error (S) must = 0 ******** ;****************************************************************************************************************************************
world.dat
# # Load IDEs first, then the models and after that the IPLs # # everything is loaded on a per directory basis and in alphabetical order # to improve the speed of loading
areabbox.dat
# This file sets out the parameters for the area bounding boxes. # [Left,Top, Base] [Right, Bottom, Height] reference using Max Script # Anything zeroed out is not currently in game.
Attitude.dat
# Attitudes of each faction to each other faction, students and the player # # Attitudes: Adore, Dig, Dispassionate, Averse, Abhor (c. ScriptEnums.h) # Towards: Prefect, Nerd, Jock, Dropout, Greaser, Preppy, Student, Cop, Teacher, Townsperson, ShopKeep, Bully, Player #
BlipLocs.dat
# This document indicates which exit the blips for each area should be drawn when the player is in the specified area # Exit locations are defined in ExitLocs.dat # The areas currently follow the VisibleAreaEnum
carcols.dat
# Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 [http://icey.gouranga.com] # # This file contains all the info about the car colours. There are two # sections, col which contains the colour table and car which contains # the possible indices into the colour table for each car. # # The end column of the col section is the radio chat version of the car colour. # # Press START on controller to reload this file while the game is running. #
Cloths.dat
# ModelName ClothingType Style Warmth Factor Flags # # Warmth Factors: Flag Types: # # 0 - Bare NA - None # 2 - Cold BAREARM - Bare Arm (All Tattoos are shown) # 4 - Warm SHORTSLEEVE - Short Sleeve (Tattoos on Lower Arm and Upper Arm are shown) # 6 - Hot LONGSLEEVE - Long Sleeve (No Tattoos will be shown) # UNGIVEABLE - Debug Give All Won't Give this Item # SPECIALKISS - Special Kiss Flag for Head Items
clthopin.dat
# Clothing Opinions (As used by the clothing manager to determine whether or # not a particular PedType likes a particular style of Clothing. # # Across we have the Clothing Style - ClothingStyleTypeEnum # Down we have the Ped Type - PedTypeEnum #
colctbls.dat
# this document sets up the collectibles items # blank lines and lines that start with # are ignored # the form is as follows: # Collectible Type (see CollectibleTypeEnum) # Name of Collectible (each name gets its own line). This string must match the Collectible Name given in the IPLs # end (signifies you are done with this part)
colours.dat
# Colours for the rings around pickups # # PickupClass, r, g, b, a #
default.dat
# # Resident object definitions # ##IDE Objects\default.ide # #enable plant generator # #SHRUB_GEN MODELS\SHRUBS\SHRUBINF.DAT
ExitLocs.dat
# This maps the exits from each area # AreaID, ExitID, x, y, z # Note, ExitIDs start at 0 for each area, and then for every exit added, increment the exitID by one
mirrors.dat
# # Here's the order of entering data: # # AreaCode's are stored in GameEnum.h # Add texture later... #
object.dat
; Title :Object.dat ; Author :Richard Jobling ; Date :3/2/2000 ; NOTE: Make the HitPoints=30000 and it's invulnerable ; Note: DestroyByWeaponOnly meens you need a weapon to destory this object ; acceptable weapons are flaged in the Global_Weapons.act via the CanDestroyObjects bool
ped.dat
# Pedtype name, walk speed, run speed, fast run speed, flee distance, heading change, min money (cents), max money (cents) #
PedCover.dat
# NOTE : Saving in XML - Choose 'Yes' to save format and 'No' to save changes # A: PedCoverName (must be unique) # B: AttackModePrcntg # C: EngageDist # D: BreakCoverDist # E: MinCoverTime # F: MaxCoverTime # G: PreFireDelay # H: PostFireDelay # I: MinGunRounds # J: MaxGunRounds # K: MinThrownRounds # L: MaxThrownRounds # M: NeverLeaveCover true =1 false = 0 # PedCoverName AttackModePrcntg EngageDist BreakCoverDist MinCoverTime MaxCoverTime PreFireDelay PostFireDelay MinGunRounds MaxGunRounds MinThrownRounds MaxThrownRounds NeverLeaveCover
PedPop.dat
# CONTROL VARIABLES # m_fOnScreenCullRange # m_fOnScreenMinRadius # m_fOnScreenMaxRadius # m_fOffScreenCullRange # m_fOffScreenMinRadius # m_fOffScreenMaxRadius # m_fOffScreenHeightCull # m_nChancePerFrame # m_nNumAttempts
# # # 1 Total population # 2 Prefects # 3 Nerds # 4 Jocks # 5 Dropouts # 6 Greasers # 7 Preppies # 8 Students # 9 Cops # 10 Teachers # 11 Townpeople # 12 Shopkeep # 13 Bully # # Refer to ScriptEnums.h for TimePeriodTypes. At the time of writing, these are: # DAY_OUTOFCLASS, DAY_INCLASS, NIGHT_EVENING, NIGHT_CURFEW # #
pedstats.dat
# A: PedStat type name (must be unique) # B: Id of pickup def (c. Pickups.dat) # C: Likelihood (n/100) of dropping an item # D: Vision Yaw (in degrees) - note this is total yaw and not angle from facing direction (which is this value / 2) # E: Vision Range (in metres) # F: Max Health (n/100) # G: Health regeneration rate - percentage of maximum rate (n/100) # H: Fear (n/100) # I: Chicken (n/100) (chance of tattling/ yelling for help) # J: Attack Frequency (n/100) # K: Bike Attack Frequency (n/100) # L: Projectile Attack Accuracy (n/100) # M: Projectile Attack Frequency (n/100) # N: Block Frequency (n/100) # O: Evade Frequency (n/100) # P: "Aggresion (n/100) (how likely are they to initiate a fight, and how likely they are to contnue it)" # Q: Criminality # R: Sprint Meter # S: Character Class # T: Preferred Combat Zone (0/1/2 = short/medium/long) # U: "Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7)" # V: Animation Speed factor (100 = 100% speed) # W: Zone Promote # X: Special Meter # Y: Special Points # Z: Bike Cruise Speed # AA: Bike Top Speed # AB: Bike Wait Speed # AC: Bike Flee Distance # AD: Bike Catchup Distance # AE: Bike Wait Distance # AF: Bike Projectile Usage (n/100) # AG: Damage_Scale # AH: Dive probability # AI: "Tenacity (n/100), indicates how tough they are to knock down or off a bike" # AJ: Evasion (n/100) # AK: Bike Flee Speed # AL: Bike Follow Speed # AM: Bike Catchup Speed # AN: Grap1Reversal (Strikes) # AO: Grap2Reversal (Grapples) # AP: Night weapon # AQ: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" # AR: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" # AS: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" # AT: Likelihood (n/100) of having a weapon # AU: Weapon slot 1: Type of melee/projectile # AV: Weapon slot 1: Amount of Ammo # AW: Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS # AX: "Weapon slot 1: Available after mission (use ""init"" to signify start of game)" # AY: Weapon slot 2: Type of melee/projectile # AZ: Weapon slot 2: Amount of Ammo # BA: Weapon slot 2: Selection weight for melee/projectile weapon # BB: "Weapon slot 2: Available after mission (use ""init"" to signify start of game)" # BC: Weapon slot 3: Type of melee/projectile # BD: Weapon slot 3: Amount of Ammo # BE: Weapon slot 3: Selection weight for melee/projectile weapon # BF: "Weapon slot 3: Available after mission (use ""init"" to signify start of game)" # BG: Weapon slot 4: Type of melee/projectile # BH: Weapon slot 4: Amount of Ammo # BI: Weapon slot 4: Selection weight for melee/projectile weapon # BJ: "Weapon slot 4: Available after mission (use ""init"" to signify start of game)" # BK: Stun Resistance (n/100) how resistant a ped is to stunning # BL: "Ped can be knocked down (0 = no, 1+ = yes)" # BM Percent health at which the ped can be humiliated in combat
surface.dat
; Title : Surface.dat ; Author : Richard Jobling ; Date : 14/02/00 ; ;--** RUBBER **-- ; GLASS ; GARAGE_DOOR ; CAR_PANEL ; THICK_METAL_PLATE ; SCAFFOLD_POLE ; LAMP_POST ; FIRE_HYDRANT ; METAL_CHAIN_FENCE ; PLASTIC ; CONTAINER ; NEWS_VENDOR ; CAR ; GIRDER ; TRANSPARENT_CLOTH ; TRANSPARENT_STONE ; METAL_GATE ; MUD ; ;--** HARD **-- ; DEFAULT ; TARMAC ; PAVEMENT ; WOOD_CRATES ; WOOD_BENCH ; WOOD_SOLID ; CONCRETE_BEACH ; ;--** ROAD **-- ; GRASS ; GRAVEL ; VEGETATION ; CARDBOARDBOX ; STEEPHILL ; ;--** LOOSE **-- ; SAND ; SAND_NOTBEACH ; ;--** SAND **-- ; SHALLOW_WATER ; ;-- ** WET **-- ; ; Currently WheelBase is the surface used for the tyres ; ; Rubber Hard Road Loose Sand Wet ;